我无法将我习惯于在 Qt 之外使用 Glew 和 GLFW 执行的 hello 三角形移植到 Qt 5.5 和 QOpenGlWidget 中,使用 QSurfaceFormat、QOpenGLfunctions、QOpenGLShaderProgram 之类的“新”方式与核心配置文件和 opengl >= 3.3.
这是我从这篇文章改编的 QOpenGLWidget 子类“OGLWidget”。和这个Qt 教程
#include "oglwidget.h"
#include <QOpenGLWidget>
#include <QtGui/QWindow>
#include <QtGui/QOpenGLFunctions>
#include <QtGui/QOpenGLShaderProgram>
OGLWidget::OGLWidget(QWidget *parent)
:QOpenGLWidget(parent)
, m_program(0)
{
}
OGLWidget::~OGLWidget()
{
}
static const char *vertexShaderSource =
"attribute highp vec4 posAttr;\n"
"attribute lowp vec4 colAttr;\n"
"varying lowp vec4 col;\n"
"uniform highp mat4 matrix;\n"
"void main() {\n"
" col = colAttr;\n"
" gl_Position = matrix * posAttr;\n"
"}\n";
static const char *fragmentShaderSource =
"varying lowp vec4 col;\n"
"void main() {\n"
" gl_FragColor = col;\n"
"}\n";
void OGLWidget::initializeGL()
{
initializeOpenGLFunctions();
m_program = new QOpenGLShaderProgram(this);
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
m_program->link();
m_posAttr = m_program->attributeLocation("posAttr");
m_colAttr = m_program->attributeLocation("colAttr");
m_matrixUniform = m_program->uniformLocation("matrix");
}
void OGLWidget::paintGL()
{
const qreal retinaScale = devicePixelRatio();
glViewport(0, 0, width() * retinaScale, height() * retinaScale);
glClear(GL_COLOR_BUFFER_BIT);
m_program->bind();
m_program->setUniformValue(m_matrixUniform, matrix);
GLfloat vertices[] = {
0.0f, 0.707f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
GLfloat colors[] = {
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f
};
glVertexAttribPointer(m_posAttr, 3, GL_FLOAT, GL_FALSE, 0, vertices);
glVertexAttribPointer(m_colAttr, 3, GL_FLOAT, GL_FALSE, 0, colors);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glDrawArrays(GL_TRIANGLES, 0 , 3);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);
}
void OGLWidget::resizeGL(int w, int h)
{
matrix.setToIdentity();
matrix.perspective(60.0f, 4.0f/3.0f, 0.1f, 100.0f);
matrix.translate(0, 0, -2);
}
这适用于这个 main.cpp:
#include <QApplication>
#include <QSurfaceFormat>
#include "oglwidget.h"
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
QSurfaceFormat format;
format.setDepthBufferSize(24);
format.setStencilBufferSize(8);
format.setVersion(3, 3);
QSurfaceFormat::setDefaultFormat(format);
OGLWidget myGLWidget;
myGLWidget.resize(640, 480);
myGLWidget.show();
return a.exec();
}
但是,当我format.setProfile(QSurfaceFormat::CoreProfile);
在上面的块中添加:,并将我的着色器更改为我最近通过使用核心配置文件和 GLSL 3.3 的 openGL 教程学习的内容时:
static const char *vertexShaderSource =
"#version 330 core;\n"
"layout (location = 0) in vec3 posAttr;\n"
"layout (location = 1) in vec3 colAttr;\n"
"out vec3 fragColor;\n"
"void main(){\n"
" gl_Position = matrix * vec4(posAttr, 1.0f);\n"
" fragColor = colAttr;\n"
"}\n";
static const char *fragmentShaderSource =
"#version 330 core;\n"
"in vec3 fragColor;\n"
"out vec4 color;\n"
"void main(){\n"
" color = vec4(fragColor, 1.0f);"
"}\n";
我的代码编译,但我有一个黑屏。没有三角了。
我在 macbook pro 视网膜上使用 Qt 5.5,优胜美地 10.10.5。GPU 英特尔虹膜。
知道我要在那里修改什么来再次向我的彩色三角形问好吗?
谢谢
编辑
这是占评论的新版本代码,建议添加VAO。我认为 VBO 是必需的,但我正在即兴创作的这些最近的 Qt 类没有工作示例。尽管如此,我的三角形仍然没有出现。我在这里进行了简化,因为我使用了直接在着色器中编码的单一颜色。
OGLWidget::OGLWidget(QWidget *parent)
:QOpenGLWidget(parent)
, m_program(0)
{
}
OGLWidget::~OGLWidget()
{
}
static const char *vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 posAttr;\n"
"uniform mat4 matrix;\n"
"void main(){\n"
" gl_Position = matrix * vec4(posAttr, 1.0f);\n"
"}\n";
static const char *fragmentShaderSource =
"#version 330 core\n"
"out vec4 color;\n"
"void main(){\n"
" color = vec4(0.5f, 0.0f, 0.0f, 1.0f);\n"
"}\n";
void OGLWidget::initializeGL()
{
initializeOpenGLFunctions();
GLfloat vertices[] = {
0.0f, 0.707f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
m_program = new QOpenGLShaderProgram(this);
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
m_program->link();
m_posAttr = m_program->attributeLocation("posAttr");
m_matrixUniform = m_program->uniformLocation("matrix");
const qreal retinaScale = devicePixelRatio();
glViewport(0, 0, width() * retinaScale, height() * retinaScale);
// Create Vertex Array Object
m_vao.create();
m_vao.bind();
// Create Vertex Buffer (Do not release until VAO is created)
m_vertexBuffer = QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
m_vertexBuffer.create();
m_vertexBuffer.bind();
m_vertexBuffer.setUsagePattern(QOpenGLBuffer::StaticDraw);
m_vertexBuffer.allocate(sizeof(vertices));
m_program->bind();
m_program->setAttributeBuffer(m_posAttr, GL_FLOAT, 0, 3*sizeof(GLfloat));
m_program->enableAttributeArray(m_posAttr);
m_program->setAttributeArray(m_posAttr, vertices, 3);
m_vao.release();
m_vertexBuffer.release();
m_program->release();
}
void OGLWidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT);
m_program->bind();
m_program->setUniformValue(m_matrixUniform, matrix);
m_vao.bind();
glDrawArrays(GL_TRIANGLES, 0 , 3);
m_vao.release();
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);
m_program->release();
}
void OGLWidget::resizeGL(int w, int h)
{
matrix.setToIdentity();
matrix.perspective(60.0f, 4.0f/3.0f, 0.1f, 100.0f);
matrix.translate(0, 0, -2);
}